====== 27. Summon Monster X ======

It's bound to happen. A PC realizes that nothing in this dungeon ever leaves. The magic of the prison holds it on this plane. "I can spend 14 days summoning badgers for the big battle, right?"

We don't feel good about the answers DMs are going to give the PCs on this one, but here goes. PCs can't have access to summoning spells. It's game-breaking. We can't eliminate conjuration magic entirely, even though by the backstory of the Dungeon it shouldn't work at all.

We're sorry. There's no logical way around it, unless the DM says the magic is so weak the spells dissipate on their own. But that still raises questions about why the other creatures that were summoned here can't leave.

Alternately, we recommend this. Once the magic of //summon monster xvii// wears off, who's to say that monster is still under the wizard's control? This should not be an excuse to summon monsters to kill them for XP, but if that helpful summoned fiendish badger turns on the wizard in two rounds, that wizard may plan his spellcasting a bit more carefully.